Consider outfitting jump jets (and heat sinks), but they’re not strictly necessary.
With an Initiative of 3, medium 'Mechs take action near the start of a round. Giant, bipedal weapon platforms aren't exactly known for their subtletySince you are always limited by the available mech cubicles, excess mechs must be stored or scrapped. Firestarters you’ll encounter in the wild are, naturally enough, often equipped with flamers and they’ll close with your lance quickly to try to overheat your ‘Mechs. Remember, you’re not going to be going head to head with these ‘Mechs.Particularly for missions where you’ll need to intercept or assassinate moving targets, you’re going to want fast-attack ‘Mechs that are outfitted with some knockdown power. The Shockwave was created by the Marik-Stewart Commonwealth in the years after the Jihad.Mobile and heavily-armed for a 50-ton 'Mech, the Shockwave can deliver a withering barrage and has the heat-sinks to keep it up almost indefinitely.
Weapons-wise, stick to basics - a long-range autocannon or a pair of M Lasers will be plenty. Optimized Capacitors: +20% Energy Dmg. A good example here is the 1R variant of the Vindicator - the stock configuration carries a medium laser, LRM-5, and PPC, along with jump jets to quickly change positions.
For detailed engine stats, click on the engine rating of your favorite variant.
17 January 2020: System maps and Nearby Systems tables The Operation: Doneve team has released the beta version of the new System Information maps and the Nearby Systems tables. Larger, assault-class ‘Mechs like the Awesome and Zeus can easily be used as direct-fire snipers due to their respectable armor capabilities, build the lighter platforms around as many LRM racks as you can mount.For your snipers, use autocannons, large lasers, and/or PPCs if the environment isn’t too hostile. Once you’ve got everything you want positioned on the chassis, use the 'Max Armor' button replace the plating up to the maximum tonnage allowed on the frame. I’ve found (and it seems that the community agrees) that the Large Laser is usually not worth it – it’s got a much better optimum range than the Medium, but the heat management issues it brings with it usually make it a poor choice.PPC's used to be good, but they've been nerfed into oblivion since launch. With an Initiative of 2, heavy 'Mechs take action near the end of a round.
Numbers behind missile hardpoints are the aproximate number of missile tubes. Weapons-wise, stick to basics - a long-range autocannon or a pair of M Lasers will be plenty. Most 'Mechs copy the human form to an extent, which is the the deciding factor in their versatility and, ultimately, their superior combat performance.
It doesn’t hurt to have a close-range support machine gun or laser in the mix, either. But you’ll also want to be on the lookout for rare, powerful weapons and gear. Conversely, if you’ve got a mission in tundra, you can drop some heat sinks and add all the You’ve almost always got a choice of three missions to take on in With a squad of heavy, generalist ‘Mechs, you’ll be well-equipped to take on battles and base destruction missions. Grouped medium lasers and autocannons are good choices for strikers, who you can think of as your cavalry.A note on harasser ‘Mechs: You’ll see the AI use this role frequently, but I’ve honestly had very little use for it. You can put heavier ‘Mechs like the Cicada into this role, but you’ll lose that extra point of initiative if you go with anything beefier than a Panther.For equipment, rangefinders are great for scouts, as they’ll give them an extra bit of vision that you can use to direct fire from your long-range artillery.